mirror of https://github.com/AxioDL/metaforce.git
293 lines
5.9 KiB
GLSL
293 lines
5.9 KiB
GLSL
#shader CTexturedQuadFilterAlpha
|
|
#attribute position4
|
|
#attribute uv4
|
|
#srcfac srcalpha
|
|
#dstfac invsrcalpha
|
|
#primitive tristrips
|
|
#depthtest none
|
|
#depthwrite false
|
|
#culling none
|
|
|
|
#vertex glsl
|
|
layout(location=0) in vec4 posIn;
|
|
layout(location=1) in vec4 uvIn;
|
|
|
|
UBINDING0 uniform TexuredQuadUniform
|
|
{
|
|
mat4 mtx;
|
|
vec4 color;
|
|
float lod;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
vec4 color;
|
|
vec2 uv;
|
|
float lod;
|
|
};
|
|
|
|
SBINDING(0) out VertToFrag vtf;
|
|
void main()
|
|
{
|
|
vtf.color = color;
|
|
vtf.uv = uvIn.xy;
|
|
vtf.lod = lod;
|
|
gl_Position = mtx * vec4(posIn.xyz, 1.0);
|
|
}
|
|
|
|
#fragment glsl
|
|
struct VertToFrag
|
|
{
|
|
vec4 color;
|
|
vec2 uv;
|
|
float lod;
|
|
};
|
|
|
|
SBINDING(0) in VertToFrag vtf;
|
|
layout(location=0) out vec4 colorOut;
|
|
TBINDING0 uniform sampler2D tex;
|
|
void main()
|
|
{
|
|
colorOut = vtf.color * vec4(texture(tex, vtf.uv, vtf.lod).rgb, 1.0);
|
|
}
|
|
|
|
#vertex hlsl
|
|
struct VertData
|
|
{
|
|
float4 posIn : POSITION;
|
|
float4 uvIn : UV;
|
|
};
|
|
|
|
cbuffer TexuredQuadUniform : register(b0)
|
|
{
|
|
float4x4 mat;
|
|
float4 color;
|
|
float lod;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
float2 uv : UV;
|
|
float lod : LOD;
|
|
};
|
|
|
|
VertToFrag main(in VertData v)
|
|
{
|
|
VertToFrag vtf;
|
|
vtf.color = color;
|
|
vtf.uv = v.uvIn.xy;
|
|
vtf.lod = lod;
|
|
vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));
|
|
return vtf;
|
|
}
|
|
|
|
#fragment hlsl
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
float2 uv : UV;
|
|
float lod : LOD;
|
|
};
|
|
|
|
Texture2D tex : register(t0);
|
|
SamplerState samp : register(s3);
|
|
|
|
float4 main(in VertToFrag vtf) : SV_Target0
|
|
{
|
|
return vtf.color * float4(tex.SampleBias(samp, vtf.uv, vtf.lod).rgb, 1.0);
|
|
}
|
|
|
|
#vertex metal
|
|
struct VertData
|
|
{
|
|
float4 posIn [[ attribute(0) ]];
|
|
float4 uvIn [[ attribute(1) ]];
|
|
};
|
|
|
|
struct TexuredQuadUniform
|
|
{
|
|
float4x4 mat;
|
|
float4 color;
|
|
float lod;
|
|
};
|
|
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
float2 uv;
|
|
float lod;
|
|
};
|
|
|
|
vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])
|
|
{
|
|
VertToFrag vtf;
|
|
vtf.color = tqu.color;
|
|
vtf.uv = v.uvIn.xy;
|
|
vtf.lod = tqu.lod;
|
|
vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);
|
|
return vtf;
|
|
}
|
|
|
|
#fragment metal
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
float2 uv;
|
|
float lod;
|
|
};
|
|
|
|
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|
sampler clampSamp [[ sampler(3) ]],
|
|
texture2d<float> tex [[ texture(0) ]])
|
|
{
|
|
return vtf.color * float4(tex.sample(clampSamp, vtf.uv, bias(vtf.lod)).rgb, 1.0);
|
|
}
|
|
|
|
#shader CTexturedQuadFilterAlphaGEqual : CTexturedQuadFilterAlpha
|
|
#depthtest gequal
|
|
|
|
#shader CTexturedQuadFilterAlphaLEqual : CTexturedQuadFilterAlpha
|
|
#depthtest lequal
|
|
|
|
#shader CTexturedQuadFilterAdd : CTexturedQuadFilterAlpha
|
|
#srcfac srcalpha
|
|
#dstfac one
|
|
#depthtest none
|
|
|
|
#shader CTexturedQuadFilterAddGEqual : CTexturedQuadFilterAdd
|
|
#depthtest gequal
|
|
|
|
#shader CTexturedQuadFilterAddLEqual : CTexturedQuadFilterAdd
|
|
#depthtest lequal
|
|
|
|
#shader CTexturedQuadFilterSubtract : CTexturedQuadFilterAlpha
|
|
#srcfac srcalpha
|
|
#dstfac subtract
|
|
#depthtest none
|
|
|
|
#shader CTexturedQuadFilterSubtractGEqual : CTexturedQuadFilterSubtract
|
|
#depthtest gequal
|
|
|
|
#shader CTexturedQuadFilterSubtractLEqual : CTexturedQuadFilterSubtract
|
|
#depthtest lequal
|
|
|
|
#shader CTexturedQuadFilterMult : CTexturedQuadFilterAlpha
|
|
#srcfac zero
|
|
#dstfac srccolor
|
|
#depthtest none
|
|
#overwritealpha true
|
|
|
|
#shader CTexturedQuadFilterMultGEqual : CTexturedQuadFilterMult
|
|
#depthtest gequal
|
|
|
|
#shader CTexturedQuadFilterMultLEqual : CTexturedQuadFilterMult
|
|
#depthtest lequal
|
|
|
|
#shader CTexturedQuadFilterInvDstMult : CTexturedQuadFilterAlpha
|
|
#srcfac zero
|
|
#dstfac invsrccolor
|
|
#depthtest none
|
|
#overwritealpha true
|
|
|
|
#shader CTexturedQuadFilterInvDstMultGEqual : CTexturedQuadFilterInvDstMult
|
|
#depthtest gequal
|
|
|
|
#shader CTexturedQuadFilterInvDstMultLEqual : CTexturedQuadFilterInvDstMult
|
|
#depthtest lequal
|
|
|
|
#shader CTexturedQuadFilterAlphaTexAlpha : CTexturedQuadFilterAlpha
|
|
#attribute position4
|
|
#attribute uv4
|
|
#srcfac srcalpha
|
|
#dstfac invsrcalpha
|
|
#depthtest none
|
|
#overwritealpha false
|
|
|
|
#fragment glsl
|
|
struct VertToFrag
|
|
{
|
|
vec4 color;
|
|
vec2 uv;
|
|
float lod;
|
|
};
|
|
|
|
SBINDING(0) in VertToFrag vtf;
|
|
layout(location=0) out vec4 colorOut;
|
|
TBINDING0 uniform sampler2D tex;
|
|
void main()
|
|
{
|
|
colorOut = vtf.color * texture(tex, vtf.uv, vtf.lod);
|
|
}
|
|
|
|
#fragment hlsl
|
|
struct VertToFrag
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
float2 uv : UV;
|
|
float lod : LOD;
|
|
};
|
|
|
|
Texture2D tex : register(t0);
|
|
SamplerState samp : register(s3);
|
|
|
|
float4 main(in VertToFrag vtf) : SV_Target0
|
|
{
|
|
return vtf.color * tex.SampleBias(samp, vtf.uv, vtf.lod);
|
|
}
|
|
|
|
#fragment metal
|
|
struct VertToFrag
|
|
{
|
|
float4 position [[ position ]];
|
|
float4 color;
|
|
float2 uv;
|
|
float lod;
|
|
};
|
|
|
|
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
|
|
sampler clampSamp [[ sampler(3) ]],
|
|
texture2d<float> tex [[ texture(0) ]])
|
|
{
|
|
return vtf.color * tex.sample(clampSamp, vtf.uv, bias(vtf.lod));
|
|
}
|
|
|
|
#shader CTexturedQuadFilterAlphaTexAdd : CTexturedQuadFilterAlphaTexAlpha
|
|
#srcfac srcalpha
|
|
#dstfac one
|
|
|
|
#shader CTexturedQuadFilterAlphaTexSubtract : CTexturedQuadFilterAlphaTexAlpha
|
|
#srcfac srcalpha
|
|
#dstfac subtract
|
|
|
|
#shader CTexturedQuadFilterAlphaTexMult : CTexturedQuadFilterAlphaTexAlpha
|
|
#srcfac zero
|
|
#dstfac srccolor
|
|
#overwritealpha true
|
|
|
|
#shader CTexturedQuadFilterAlphaTexInvDstMult : CTexturedQuadFilterAlphaTexAlpha
|
|
#srcfac zero
|
|
#dstfac invsrccolor
|
|
#overwritealpha true
|
|
|
|
#shader CTexturedQuadFilterAlphaGEqualZWrite : CTexturedQuadFilterAlpha
|
|
#depthtest gequal
|
|
#depthwrite true
|
|
|
|
#shader CTexturedQuadFilterAddGEqualZWrite : CTexturedQuadFilterAdd
|
|
#depthtest gequal
|
|
#depthwrite true
|
|
|
|
#shader CTexturedQuadFilterSubtractGEqualZWrite : CTexturedQuadFilterSubtract
|
|
#depthtest gequal
|
|
#depthwrite true
|
|
|
|
#shader CTexturedQuadFilterMultGEqualZWrite : CTexturedQuadFilterMult
|
|
#depthtest gequal
|
|
#depthwrite true
|